You can stab or throw this weapon. When thrown, it comes back to you. Make a melee or ranged attack roll with +5 to it. On a hit, the creature takes 2d4 damage and makes a dexterity saving throw. On a fail, the dagger shoots ice deeper into the person, making them take 2d6 cold damage.
Roll a melee attack with a +5 to hit. On a hit, YOU roll a Wisdom Saving Throw. On a fail, ask the DM (aka Max) what happens (it changes everytime).
Make a ranged weapon attack with a +5 to hit. On a hit, the creature takes 3d6 necrotic damage and must make a Charisma Saving Throw. On a fail, the bolt digs deeper into the persons body, doing 3d6 bludgeoning damage and making them take a level of exhaustion.
On a hit, this whip does 2d4 damage and wraps around a person, giving them disadvantage on strength and dexterity checks. The whip also makes people make a Wisdom Saving Throw, DC 15. On a fail, you give them false memories of your choosing.
Roll an attack roll with +5 to hit. On a hit, the war pick does 3d8 piercing damage. On a 20 or higher, the war pick does an additional 2d6 damage after being pulled out of the person.
Roll an attack roll with +5 to the roll. On a hit, the target takes 3d8 piercing damage. On a crit, the bow does double piercing damage and 2d8 fire damage.